As part of making combat more interesting, slimes now spawn in monster camps (the buildings). This screen cap is a result of having a way too high spawn rate and no checks to ensure the slimes stay on the playing field.
It's wonderful.
seen from China
seen from Pakistan

seen from Norway

seen from Pakistan
seen from Norway
seen from China
seen from Canada

seen from United States
seen from Pakistan
seen from United States
seen from Germany

seen from Australia

seen from Germany
seen from Pakistan
seen from Pakistan
seen from China

seen from Pakistan
seen from China
seen from China
seen from United States
As part of making combat more interesting, slimes now spawn in monster camps (the buildings). This screen cap is a result of having a way too high spawn rate and no checks to ensure the slimes stay on the playing field.
It's wonderful.
An animation and damage text really makes a difference.
Mmm getting there on the UI rewrite. I especially like the AP bar, represented by a circle of swords that are either filled or empty.
Onwards late into the night!
AI
Writing an AI was pretty fun and simpler than I thought. The decision making goes like this:
1. Do I have low health? Yes? Use a potion if I can. 2. Am I near an enemy? Attack it if I can. 3. Do I have a move card? Move closer to nearest enemy if I'm not next to it. ->Repeat from step 1 while there are still usable cards 4. Is there no good move? Waste my lowest value card and end my turn.
This makes for a decent challenge and now that there is a challenge, the game seems pleasantly fun. I will be releasing a download after I update the graphics.
Look at all of this info. Turns, money, action points, card names, card costs.
It's disgusting to look at, but it works. I work in a function-first style system, which means I create basic prototypes of everything to see if meets criteria first. It has to be 1) Fun 2) Easy to understand AND 3) Good looking.
There's no point in spending an entire day making mana crystal graphics (my original idea for Action Points) only to realize once I play test that I want all cards to have costs, not just spell cards, and so mana wouldn't work.
Look forward to better graphics, but first, AI!
Borrowed some placeholder art assets. Made a shop.
The Item cards go into the player's item deck, which is used in the game along with other type of cards. These cards are single use only, and do not return to the deck unlike other cards.
The Equipment cards are activated instantly, and give the player some buffs, such as more health or more sword damage.
.card
I made my own file format, .card, for easy card creation. The scripts for effects aren't fully fleshed out yet, but all cards currently in the game run through this format now.
The .card format is a simple text file with info and a list of effects the card does.
For example, the run card:
INFO { name Run type BASIC cost 1 desc Player moves up to 2 tiles. range [1, 0, 1, 0, 1] [0, 1, 1, 1, 0] [1, 1, 0, 1, 1] [0, 1, 1, 1, 0] [1, 0, 1, 0, 1] canChain 0 } EFFECT { PLAYERMOVE 2 }
This should prove to be easy and expandable.
Updated my engine to be able to handle cards dictating the tiles a player can choose for the card's effect. In this case, the run card allows players to move up to 2 tiles away.